// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Components/SplineComponent.h" #include "TrackManager.generated.h" const uint8 bClassic = 0b00; const uint8 bInverted = 0b01; const uint8 bDualSens = 0b10; USTRUCT(BlueprintType, Blueprintable) struct FSplineHolder { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD) AActor* Spline = nullptr; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD) uint8 Direction = 2; }; USTRUCT(BlueprintType, Blueprintable) struct FSplineNode { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD) TArray SplineHolder; }; UCLASS() class TUTOBEGGINER_API ATrackManager : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties ATrackManager(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = HUD) TArray Nodes; protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; };